hey all
what do you think might be helpful for your Etherscope games (keeping in mind peoples hard won Intellectual Property Rights and Copyrights) just curious what people out there might find useful for your games

Etherscope Published Adventures
As of 12/27/06
In one suggested order to be played
Title Location Suggested For
Just a Delivery standalone Product 4 Characters of 1st Level
Analogue Etherscope Hardcover Core Book 4 Characters of 1st Level
Compound 13 Etherscope Hardcover Core Book 4 Characters of 1st Level
Triple Cross The Great Metropolis Sourcebook 4 Characters of 1st to 3rd Level
Sin The Great Metropolist Sourcebook 4 Characters of 3rd to 5th Level
The Lemurian Candidate Standalone Product 4 Characters of 4th to 6th Level

I love the idea of the primers, especially if they can be written to describe the Etherscope world while avoiding mention of any specific game mechanics.

One thing that I think would be helpful would be a compiled list of mysteries/loose ends that have been mentioned in the source books:

What is the Lemurian/fey/Ether connection?
What caused Earth-Wrack?
Who or what is Veritas?
What is the System?
What did the New Reich uncover during their Thule dig?
What is Hargreaves hiding in Tartessos?
What happened to the people of Swindon?
etc.

And then, perhaps someone at Marradin's Gate would be so kind as to go through and mark the metaplot ones as out of bounds. That way, we GMs could develop our plots and play in the Etherscope sandbox without fear of being contradicted by a later supplement.

And finally, if anyone here has the artistic ability, I'd love to see them take a stab at the Lawrenson Atlas.

As regards metaplot I'm firmly of the belief its optional and if people want to form their own then go for it. Myself and Ben do have a metaplot devised and planned out taking the timeline to the millenium, it kicks of with a big event that sheds light on a couple of mysteries, and look forward to getting it moving. Being a new game our emphasis has been on resources so far and from my point of view a couple more are needed, the atlas/world book being a popular choice with fans. Interestingly, MotO does actually tell you the truth about the fey, system etc but like these mysteries themselves it has to be peiced together in relation to other things we've said and that will be revealed, yes I know thats mean but were bad people , Hope the mysteries aren't too frustrating

Some of my current players are fans of Chambers and Lovecraft, so they're naturally interested in the Tattered King and Lost City stuff. I'm working a plotline involving them into our campaign (and tying it all to the Priory of Sion because the idea of an adventure in Rennes le Chateau just sounds swell), but I'm being intentionally ambiguous with elements of the backstory so I won't end up having to backtrack down the road.

Hey, you should see us over canon when books are being put together, pretty sure we've given Luke an ulcer Some of our writers have really helped to expand the universe significantly, there's a reason we call David Schwartz 'the third man' and I'm pretty convinced Chris Durham is a gamma We've been lucky to work with generally excellent writers with an understanding of what were creating, great ideas and ability to work with feedback and our vision/plans for the setting which is pretty solid. Unsurprisingly I'm a big Lovecraft/Chambers fan as was Adam who worked on MotO. The supernatural elements of the game draw inspiration from my two favourite forms of supernatural literature: mythos and late 19th century. MR James, Conan Doyle and Algernon Blackwood are great sources for the more psychical, spiritualist, haunting side of the occult in the world. While I'm reluctant to spoil surprises, if in doubt i'll always give a response to PMs over things your unsure of including in a scenario, i'm always pleased to see what people are doing with the game.

1) A High Society Upload (a la U: Etherpunk). How to run an upper class, political game (i.e. more talk, less fight). Plus crunch for blue bloods and their "faithful" servants.

2) A Military handbook (in the syle of MotO). How to run a military-based campaign, a look at the armed forces of the various superpowers, and, of course, new vehicles and weapons for all those people who were bored by my previous suggestion.

3) In the style of TGM, I'd like to explore other countries through the lens of an archetypical city: an American arcology, a Soviet commune, an Reich-occupied Romance city. And 'cause I love steapunk cowboys, a Savage South book and another for Colonial Africa.

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